xref: /dragonfly/games/phantasia/misc.c (revision 9348a738)
1 /*
2  * misc.c  Phantasia miscellaneous support routines
3  *
4  * $FreeBSD: src/games/phantasia/misc.c,v 1.7 1999/11/16 02:57:34 billf Exp $
5  * $DragonFly: src/games/phantasia/misc.c,v 1.7 2006/09/09 02:21:49 pavalos Exp $
6  */
7 
8 #include <string.h>
9 #include "include.h"
10 
11 /* functions which we need to know about */
12 /* gamesupport.c */
13 extern	void	enterscore(void);
14 /* io.c */
15 extern	int	getanswer(const char *, bool);
16 extern	double	infloat(void);
17 extern	void	more(int);
18 /* main.c */
19 extern	void	cleanup(bool);
20 /* phantglobs.c */
21 extern	double	drandom(void);
22 
23 void	adjuststats(void);
24 long	allocrecord(void);
25 void	allstatslist(void);
26 void	altercoordinates(double, double, int);
27 void	collecttaxes(double, double);
28 void	death(const char *);
29 const char	*descrlocation(struct player *, bool);
30 const char	*descrstatus(struct player *);
31 const char	*descrtype(struct player *, bool);
32 void	displaystats(void);
33 double	distance(double, double, double, double);
34 void	error(const char *);
35 double	explevel(double);
36 long	findname(char *, struct player *);
37 void	freerecord(struct player *, long);
38 void	ill_sig(int);
39 void	initplayer(struct player *);
40 void	leavegame(void);
41 void	movelevel(void);
42 void	readmessage(void);
43 void	readrecord(struct player *, long);
44 void	tradingpost(void);
45 void	truncstring(char *);
46 void	writerecord(struct player *, long);
47 
48 /*
49  * FUNCTION: move player to new level
50  *
51  * GLOBAL INPUTS: Player, *stdscr, *Statptr, Stattable[]
52  *
53  * GLOBAL OUTPUTS: Player, Changed
54  *
55  * DESCRIPTION:
56  *	Use lookup table to increment important statistics when
57  *	progressing to new experience level.
58  *	Players are rested to maximum as a bonus for making a new
59  *	level.
60  *	Check for council of wise, and being too big to be king.
61  */
62 
63 void
64 movelevel(void)
65 {
66 	struct charstats *statptr;	/* for pointing into Stattable */
67 	double new;		/* new level */
68 	double inc;		/* increment between new and old levels */
69 
70 	Changed = TRUE;
71 
72 	if (Player.p_type == C_EXPER)
73 		/* roll a type to use for increment */
74 		statptr = &Stattable[(int)ROLL(C_MAGIC, C_HALFLING - C_MAGIC + 1)];
75 	else
76 		statptr = Statptr;
77 
78 	new = explevel(Player.p_experience);
79 	inc = new - Player.p_level;
80 	Player.p_level = new;
81 
82 	/* add increments to statistics */
83 	Player.p_strength += statptr->c_strength.increase * inc;
84 	Player.p_mana += statptr->c_mana.increase * inc;
85 	Player.p_brains += statptr->c_brains.increase * inc;
86 	Player.p_magiclvl += statptr->c_magiclvl.increase * inc;
87 	Player.p_maxenergy += statptr->c_energy.increase * inc;
88 
89 	/* rest to maximum upon reaching new level */
90 	Player.p_energy = Player.p_maxenergy + Player.p_shield;
91 
92 	if (Player.p_crowns > 0 && Player.p_level >= 1000.0) {
93 		/* no longer able to be king -- turn crowns into cash */
94 		Player.p_gold += ((double)Player.p_crowns) * 5000.0;
95 		Player.p_crowns = 0;
96 	}
97 
98 	if (Player.p_level >= 3000.0 && Player.p_specialtype < SC_COUNCIL) {
99 		/* make a member of the council */
100 		mvaddstr(6, 0, "You have made it to the Council of the Wise.\n");
101 		addstr("Good Luck on your search for the Holy Grail.\n");
102 
103 		Player.p_specialtype = SC_COUNCIL;
104 
105 		/* no rings for council and above */
106 		Player.p_ring.ring_type = R_NONE;
107 		Player.p_ring.ring_duration = 0;
108 
109 		Player.p_lives = 3;	/* three extra lives */
110 	}
111 
112 	if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR)
113 		death("Old age");
114 }
115 
116 /*
117  * FUNCTION: return a formatted description of location
118  *
119  * ARGUMENTS:
120  *	struct player playerp - pointer to player structure
121  *	bool shortflag - set if short form is desired
122  *
123  * RETURN VALUE: pointer to string containing result
124  *
125  * GLOBAL INPUTS: Databuf[]
126  *
127  * DESCRIPTION:
128  *	Look at coordinates and return an appropriately formatted
129  *	string.
130  */
131 
132 const char *
133 descrlocation(struct player *playerp, bool shortflag)
134 {
135 	double circle;		/* corresponding circle for coordinates */
136 	int quadrant;		/* quadrant of grid */
137 	const char *label;	/* pointer to place name */
138 	static const char *nametable[4][4] =	/* names of places */
139 	{
140 		{ "Anorien",	  "Ithilien",	"Rohan",	      "Lorien"         },
141 		{ "Gondor",	  "Mordor",	"Dunland",	      "Rovanion"       },
142 		{ "South Gondor", "Khand",	"Eriador",	      "The Iron Hills" },
143 		{ "Far Harad",	  "Near Harad",	"The Northern Waste", "Rhun"           }
144 	};
145 
146 	if (playerp->p_specialtype == SC_VALAR)
147 		return (" is in Valhala");
148 	else if ((circle = CIRCLE(playerp->p_x, playerp->p_y)) >= 1000.0) {
149 		if (MAX(fabs(playerp->p_x), fabs(playerp->p_y)) > D_BEYOND)
150 			label = "The Point of No Return";
151 		else
152 			label = "The Ashen Mountains";
153 	} else if (circle >= 55)
154 		label = "Morannon";
155 	else if (circle >= 35)
156 		label = "Kennaquahair";
157 	else if (circle >= 20)
158 		label = "The Dead Marshes";
159 	else if (circle >= 9)
160 		label = "The Outer Waste";
161 	else if (circle >= 5)
162 		label = "The Moors Adventurous";
163 	else {
164 		if (playerp->p_x == 0.0 && playerp->p_y == 0.0)
165 			label = "The Lord's Chamber";
166 		else {
167 			/* this expression is split to prevent compiler loop with some compilers */
168 			quadrant = ((playerp->p_x > 0.0) ? 1 : 0);
169 			quadrant += ((playerp->p_y >= 0.0) ? 2 : 0);
170 			label = nametable[((int)circle) - 1][quadrant];
171 		}
172 	}
173 
174 	if (shortflag)
175 		sprintf(Databuf, "%.29s", label);
176 	else
177 		sprintf(Databuf, " is in %s  (%.0f,%.0f)", label, playerp->p_x, playerp->p_y);
178 
179 	return (Databuf);
180 }
181 
182 /*
183  * FUNCTION: do trading post stuff
184  *
185  * GLOBAL INPUTS: Menu[], Circle, Player, *stdscr, Fileloc, Nobetter[]
186  *
187  * GLOBAL OUTPUTS: Player
188  *
189  * DESCRIPTION:
190  *	Different trading posts have different items.
191  *	Merchants cannot be cheated, but they can be dishonest
192  *	themselves.
193  *
194  *	Shields, swords, and quicksilver are not cumulative.  This is
195  *	one major area of complaint, but there are two reasons for this:
196  *		1) It becomes MUCH too easy to make very large versions
197  *		   of these items.
198  *		2) In the real world, one cannot simply weld two swords
199  *		   together to make a bigger one.
200  *
201  *	At one time, it was possible to sell old weapons at half the purchase
202  *	price.  This resulted in huge amounts of gold floating around,
203  *	and the game lost much of its challenge.
204  *
205  *	Also, purchasing gems defeats the whole purpose of gold.  Gold
206  *	is small change for lower level players.  They really shouldn't
207  *	be able to accumulate more than enough gold for a small sword or
208  *	a few books.  Higher level players shouldn't even bother to pick
209  *	up gold, except maybe to buy mana once in a while.
210  */
211 
212 void
213 tradingpost(void)
214 {
215 	double numitems;	/* number of items to purchase */
216 	double cost;		/* cost of purchase */
217 	double blessingcost;	/* cost of blessing */
218 	int ch;			/* input */
219 	int size;		/* size of the trading post */
220 	int loop;		/* loop counter */
221 	int cheat = 0;		/* number of times player has tried to cheat */
222 	bool dishonest = FALSE;	/* set when merchant is dishonest */
223 
224 	Player.p_status = S_TRADING;
225 	writerecord(&Player, Fileloc);
226 
227 	clear();
228 	addstr("You are at a trading post. All purchases must be made with gold.");
229 
230 	size = sqrt(fabs(Player.p_x / 100)) + 1;
231 	size = MIN(7, size);
232 
233 	/* set up cost of blessing */
234 	blessingcost = 1000.0 * (Player.p_level + 5.0);
235 
236 	/* print Menu */
237 	move(7, 0);
238 	for (loop = 0; loop < size; ++loop) {
239 		/* print Menu */
240 		if (loop == 6)
241 			cost = blessingcost;
242 		else
243 			cost = Menu[loop].cost;
244 		printw("(%d) %-12s: %6.0f\n", loop + 1, Menu[loop].item, cost);
245 	}
246 
247 	mvprintw(5, 0, "L:Leave  P:Purchase  S:Sell Gems ? ");
248 
249 	for (;;) {
250 		adjuststats();	/* truncate any bad values */
251 
252 		/* print some important statistics */
253 		mvprintw(1, 0, "Gold:   %9.0f  Gems:  %9.0f  Level:   %6.0f  Charms: %6d\n",
254 		    Player.p_gold, Player.p_gems, Player.p_level, Player.p_charms);
255 		printw("Shield: %9.0f  Sword: %9.0f  Quicksilver:%3.0f  Blessed: %s\n",
256 		    Player.p_shield, Player.p_sword, Player.p_quksilver,
257 		    (Player.p_blessing ? " True" : "False"));
258 		printw("Brains: %9.0f  Mana:  %9.0f", Player.p_brains, Player.p_mana);
259 
260 		move(5, 36);
261 		ch = getanswer("LPS", FALSE);
262 		move(15, 0);
263 		clrtobot();
264 		switch (ch) {
265 		case 'L':	/* leave */
266 		case '\n':
267 			altercoordinates(0.0, 0.0, A_NEAR);
268 			return;
269 
270 		case 'P':	/* make purchase */
271 			mvaddstr(15, 0, "What what would you like to buy ? ");
272 			ch = getanswer(" 1234567", FALSE);
273 			move(15, 0);
274 			clrtoeol();
275 
276 			if (ch - '0' > size)
277 				addstr("Sorry, this merchant doesn't have that.");
278 			else
279 				switch (ch) {
280 				case '1':
281 					printw("Mana is one per %.0f gold piece.  How many do you want (%.0f max) ? ",
282 					    Menu[0].cost, floor(Player.p_gold / Menu[0].cost));
283 					cost = (numitems = floor(infloat())) * Menu[0].cost;
284 
285 					if (cost > Player.p_gold || numitems < 0)
286 						++cheat;
287 					else {
288 						cheat = 0;
289 						Player.p_gold -= cost;
290 						if (drandom() < 0.02)
291 							dishonest = TRUE;
292 						else
293 							Player.p_mana += numitems;
294 					}
295 					break;
296 
297 				case '2':
298 					printw("Shields are %.0f per +1.  How many do you want (%.0f max) ? ",
299 					    Menu[1].cost, floor(Player.p_gold / Menu[1].cost));
300 					cost = (numitems = floor(infloat())) * Menu[1].cost;
301 
302 					if (numitems == 0.0)
303 						break;
304 					else if (cost > Player.p_gold || numitems < 0)
305 						++cheat;
306 					else if (numitems < Player.p_shield)
307 						NOBETTER();
308 					else {
309 						cheat = 0;
310 						Player.p_gold -= cost;
311 						if (drandom() < 0.02)
312 							dishonest = TRUE;
313 						else
314 							Player.p_shield = numitems;
315 					}
316 					break;
317 
318 				case '3':
319 					printw("A book costs %.0f gp.  How many do you want (%.0f max) ? ",
320 					    Menu[2].cost, floor(Player.p_gold / Menu[2].cost));
321 					cost = (numitems = floor(infloat())) * Menu[2].cost;
322 
323 					if (cost > Player.p_gold || numitems < 0)
324 						++cheat;
325 					else {
326 						cheat = 0;
327 						Player.p_gold -= cost;
328 						if (drandom() < 0.02)
329 							dishonest = TRUE;
330 						else if (drandom() * numitems > Player.p_level / 10.0 &&
331 						    numitems != 1) {
332 							printw("\nYou blew your mind!\n");
333 							Player.p_brains /= 5;
334 						} else {
335 							Player.p_brains += floor(numitems) * ROLL(20, 8);
336 						}
337 					}
338 					break;
339 
340 				case '4':
341 					printw("Swords are %.0f gp per +1.  How many + do you want (%.0f max) ? ",
342 					    Menu[3].cost, floor(Player.p_gold / Menu[3].cost));
343 					cost = (numitems = floor(infloat())) * Menu[3].cost;
344 
345 					if (numitems == 0.0)
346 						break;
347 					else if (cost > Player.p_gold || numitems < 0)
348 						++cheat;
349 					else if (numitems < Player.p_sword)
350 						NOBETTER();
351 					else {
352 						cheat = 0;
353 						Player.p_gold -= cost;
354 						if (drandom() < 0.02)
355 							dishonest = TRUE;
356 						else
357 							Player.p_sword = numitems;
358 					}
359 					break;
360 
361 				case '5':
362 					printw("A charm costs %.0f gp.  How many do you want (%.0f max) ? ",
363 					    Menu[4].cost, floor(Player.p_gold / Menu[4].cost));
364 					cost = (numitems = floor(infloat())) * Menu[4].cost;
365 
366 					if (cost > Player.p_gold || numitems < 0)
367 						++cheat;
368 					else {
369 						cheat = 0;
370 						Player.p_gold -= cost;
371 						if (drandom() < 0.02)
372 							dishonest = TRUE;
373 						else
374 							Player.p_charms += numitems;
375 					}
376 					break;
377 
378 				case '6':
379 					printw("Quicksilver is %.0f gp per +1.  How many + do you want (%.0f max) ? ",
380 					    Menu[5].cost, floor(Player.p_gold / Menu[5].cost));
381 					cost = (numitems = floor(infloat())) * Menu[5].cost;
382 
383 					if (numitems == 0.0)
384 						break;
385 					else if (cost > Player.p_gold || numitems < 0)
386 						++cheat;
387 					else if (numitems < Player.p_quksilver)
388 						NOBETTER();
389 					else {
390 						cheat = 0;
391 						Player.p_gold -= cost;
392 						if (drandom() < 0.02)
393 							dishonest = TRUE;
394 						else
395 							Player.p_quksilver = numitems;
396 					}
397 					break;
398 
399 				case '7':
400 					if (Player.p_blessing) {
401 						addstr("You already have a blessing.");
402 						break;
403 					}
404 
405 					printw("A blessing requires a %.0f gp donation.  Still want one ? ", blessingcost);
406 					ch = getanswer("NY", FALSE);
407 
408 					if (ch == 'Y') {
409 						if (Player.p_gold < blessingcost)
410 							++cheat;
411 						else {
412 							cheat = 0;
413 							Player.p_gold -= blessingcost;
414 							if (drandom() < 0.02)
415 								dishonest = TRUE;
416 							else
417 								Player.p_blessing = TRUE;
418 						}
419 					}
420 					break;
421 				}
422 			break;
423 
424 		case 'S':	/* sell gems */
425 			mvprintw(15, 0, "A gem is worth %.0f gp.  How many do you want to sell (%.0f max) ? ",
426 			    (double)N_GEMVALUE, Player.p_gems);
427 			numitems = floor(infloat());
428 
429 			if (numitems > Player.p_gems || numitems < 0)
430 				++cheat;
431 			else {
432 				cheat = 0;
433 				Player.p_gems -= numitems;
434 				Player.p_gold += numitems * N_GEMVALUE;
435 			}
436 		}
437 
438 		if (cheat == 1)
439 			mvaddstr(17, 0, "Come on, merchants aren't stupid.  Stop cheating.\n");
440 		else if (cheat == 2) {
441 			mvaddstr(17, 0, "You had your chance.  This merchant happens to be\n");
442 			printw("a %.0f level magic user, and you made %s mad!\n",
443 			    ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her");
444 			altercoordinates(0.0, 0.0, A_FAR);
445 			Player.p_energy /= 2.0;
446 			++Player.p_sin;
447 			more(23);
448 			return;
449 		} else if (dishonest) {
450 			mvaddstr(17, 0, "The merchant stole your money!");
451 			refresh();
452 			altercoordinates(Player.p_x - Player.p_x / 10.0,
453 			    Player.p_y - Player.p_y / 10.0, A_SPECIFIC);
454 			sleep(2);
455 			return;
456 		}
457 	}
458 }
459 
460 /*
461  * FUNCTION: print out important player statistics
462  *
463  * GLOBAL INPUTS: Users, Player
464  *
465  * DESCRIPTION:
466  *	Important player statistics are printed on the screen.
467  */
468 
469 void
470 displaystats(void)
471 {
472 	mvprintw(0, 0, "%s%s\n", Player.p_name, descrlocation(&Player, FALSE));
473 	mvprintw(1, 0, "Level :%7.0f   Energy  :%9.0f(%9.0f)  Mana :%9.0f  Users:%3d\n",
474 	    Player.p_level, Player.p_energy, Player.p_maxenergy + Player.p_shield,
475 	    Player.p_mana, Users);
476 	mvprintw(2, 0, "Quick :%3.0f(%3.0f)  Strength:%9.0f(%9.0f)  Gold :%9.0f  %s\n",
477 	    Player.p_speed, Player.p_quickness + Player.p_quksilver, Player.p_might,
478 	    Player.p_strength + Player.p_sword, Player.p_gold, descrstatus(&Player));
479 }
480 
481 /*
482  * FUNCTION: show player items
483  *
484  * GLOBAL INPUTS: Player
485  *
486  * DESCRIPTION:
487  *	Print out some player statistics of lesser importance.
488  */
489 
490 void
491 allstatslist(void)
492 {
493 	static const char *flags[] =	/* to print value of some bools */
494 	{
495 		"False",
496 		" True"
497 	};
498 
499 	mvprintw(8, 0, "Type: %s\n", descrtype(&Player, FALSE));
500 
501 	mvprintw(10, 0, "Experience: %9.0f", Player.p_experience);
502 	mvprintw(11, 0, "Brains    : %9.0f", Player.p_brains);
503 	mvprintw(12, 0, "Magic Lvl : %9.0f", Player.p_magiclvl);
504 	mvprintw(13, 0, "Sin       : %9.5f", Player.p_sin);
505 	mvprintw(14, 0, "Poison    : %9.5f", Player.p_poison);
506 	mvprintw(15, 0, "Gems      : %9.0f", Player.p_gems);
507 	mvprintw(16, 0, "Age       : %9d", Player.p_age);
508 	mvprintw(10, 40, "Holy Water: %9d", Player.p_holywater);
509 	mvprintw(11, 40, "Amulets   : %9d", Player.p_amulets);
510 	mvprintw(12, 40, "Charms    : %9d", Player.p_charms);
511 	mvprintw(13, 40, "Crowns    : %9d", Player.p_crowns);
512 	mvprintw(14, 40, "Shield    : %9.0f", Player.p_shield);
513 	mvprintw(15, 40, "Sword     : %9.0f", Player.p_sword);
514 	mvprintw(16, 40, "Quickslver: %9.0f", Player.p_quksilver);
515 
516 	mvprintw(18, 0, "Blessing: %s   Ring: %s   Virgin: %s   Palantir: %s",
517 	    flags[Player.p_blessing], flags[Player.p_ring.ring_type != R_NONE],
518 	    flags[Player.p_virgin], flags[Player.p_palantir]);
519 }
520 
521 /*
522  * FUNCTION: return a string specifying player type
523  *
524  * ARGUMENTS:
525  *	struct player playerp - pointer to structure for player
526  *	bool shortflag - set if short form is desired
527  *
528  * RETURN VALUE: pointer to string describing player type
529  *
530  * GLOBAL INPUTS: Databuf[]
531  *
532  * GLOBAL OUTPUTS: Databuf[]
533  *
534  * DESCRIPTION:
535  *	Return a string describing the player type.
536  *	King, council, valar, supersedes other types.
537  *	The first character of the string is '*' if the player
538  *	has a crown.
539  *	If 'shortflag' is TRUE, return a 3 character string.
540  */
541 
542 const char *
543 descrtype(struct player *playerp, bool shortflag)
544 {
545 	int type;		/* for caluculating result subscript */
546 	static const char *results[] =	/* description table */
547 	{
548 		" Magic User",      " MU",
549 		" Fighter",         " F ",
550 		" Elf",             " E ",
551 		" Dwarf",           " D ",
552 		" Halfling",        " H ",
553 		" Experimento",     " EX",
554 		" Super",           " S ",
555 		" King",            " K ",
556 		" Council of Wise", " CW",
557 		" Ex-Valar",        " EV",
558 		" Valar",           " V ",
559 		" ? ",              " ? "
560 	};
561 
562 	type = playerp->p_type;
563 
564 	switch (playerp->p_specialtype) {
565 	case SC_NONE:
566 		type = playerp->p_type;
567 		break;
568 
569 	case SC_KING:
570 		type = 7;
571 		break;
572 
573 	case SC_COUNCIL:
574 		type = 8;
575 		break;
576 
577 	case SC_EXVALAR:
578 		type = 9;
579 		break;
580 
581 	case SC_VALAR:
582 		type = 10;
583 		break;
584 	}
585 
586 	type *= 2;		/* calculate offset */
587 
588 	if (type > 20)
589 		/* error */
590 		type = 22;
591 
592 	if (shortflag)
593 		/* use short descriptions */
594 		++type;
595 
596 	if (playerp->p_crowns > 0) {
597 		strcpy(Databuf, results[type]);
598 		Databuf[0] = '*';
599 		return (Databuf);
600 	} else
601 		return (results[type]);
602 }
603 
604 /*
605  * FUNCTION: find location in player file of given name
606  *
607  * ARGUMENTS:
608  *	char *name - name of character to look for
609  *	struct player *playerp - pointer of structure to fill
610  *
611  * RETURN VALUE: location of player if found, -1 otherwise
612  *
613  * GLOBAL INPUTS: Wizard, *Playersfp
614  *
615  * DESCRIPTION:
616  *	Search the player file for the player of the given name.
617  *	If player is found, fill structure with player data.
618  */
619 
620 long
621 findname(char *name, struct player *playerp)
622 {
623 	long loc = 0;	/* location in the file */
624 
625 	fseek(Playersfp, 0L, SEEK_SET);
626 	while (fread((char *)playerp, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
627 		if (strcmp(playerp->p_name, name) == 0) {
628 			if (playerp->p_status != S_NOTUSED || Wizard)
629 				/* found it */
630 				return (loc);
631 		}
632 		loc += SZ_PLAYERSTRUCT;
633 	}
634 
635 	return (-1);
636 }
637 
638 /*
639  * FUNCTION: find space in the player file for a new character
640  *
641  * RETURN VALUE: location of free space in file
642  *
643  * GLOBAL INPUTS: Other, *Playersfp
644  *
645  * GLOBAL OUTPUTS: Player
646  *
647  * DESCRIPTION:
648  *	Search the player file for an unused entry.  If none are found,
649  *	make one at the end of the file.
650  */
651 
652 long
653 allocrecord(void)
654 {
655 	long loc = 0L;	/* location in file */
656 
657 	fseek(Playersfp, 0L, SEEK_SET);
658 	while (fread((char *)&Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
659 		if (Other.p_status == S_NOTUSED)
660 			/* found an empty record */
661 			return (loc);
662 		else
663 			loc += SZ_PLAYERSTRUCT;
664 	}
665 
666 	/* make a new record */
667 	initplayer(&Other);
668 	Player.p_status = S_OFF;
669 	writerecord(&Other, loc);
670 
671 	return (loc);
672 }
673 
674 /*
675  * FUNCTION: free up a record on the player file
676  *
677  * ARGUMENTS:
678  *	struct player playerp - pointer to structure to free
679  *	long loc - location in file to free
680  *
681  * DESCRIPTION:
682  *	Mark structure as not used, and update player file.
683  */
684 
685 void
686 freerecord(struct player *playerp, long loc)
687 {
688 	playerp->p_name[0] = CH_MARKDELETE;
689 	playerp->p_status = S_NOTUSED;
690 	writerecord(playerp, loc);
691 }
692 
693 /*
694  * FUNCTION: leave game
695  *
696  * GLOBAL INPUTS: Player, Fileloc
697  *
698  * GLOBAL OUTPUTS: Player
699  *
700  * DESCRIPTION:
701  *	Mark player as inactive, and cleanup.
702  *	Do not save players below level 1.
703  */
704 
705 void
706 leavegame(void)
707 {
708 	if (Player.p_level < 1.0)
709 		/* delete character */
710 		freerecord(&Player, Fileloc);
711 	else {
712 		Player.p_status = S_OFF;
713 		writerecord(&Player, Fileloc);
714 	}
715 
716 	cleanup(TRUE);
717 	/* NOTREACHED */
718 }
719 
720 /*
721  * FUNCTION: death routine
722  *
723  * ARGUMENTS:
724  *	char *how - pointer to string describing cause of death
725  *
726  * GLOBAL INPUTS: Curmonster, Wizard, Player, *stdscr, Fileloc, *Monstfp
727  *
728  * GLOBAL OUTPUTS: Player
729  *
730  * DESCRIPTION:
731  *	Kill off current player.
732  *	Handle rings, and multiple lives.
733  *	Print an appropriate message.
734  *	Update scoreboard, lastdead, and let other players know about
735  *	the demise of their comrade.
736  */
737 
738 void
739 death(const char *how)
740 {
741 	FILE *fp;	/* for updating various files */
742 	int ch;		/* input */
743 	static const char *deathmesg[] =
744 	/* add more messages here, if desired */
745 	{
746 		"You have been wounded beyond repair.  ",
747 		"You have been disemboweled.  ",
748 		"You've been mashed, mauled, and spit upon.  (You're dead.)\n",
749 		"You died!  ",
750 		"You're a complete failure -- you've died!!\n",
751 		"You have been dealt a fatal blow!  "
752 	};
753 
754 	clear();
755 
756 	if (strcmp(how, "Stupidity") != 0) {
757 		if (Player.p_level > 9999.0)
758 			/* old age */
759 			addstr("Characters must be retired upon reaching level 10000.  Sorry.");
760 		else if (Player.p_lives > 0) {
761 			/* extra lives */
762 			addstr("You should be more cautious.  You've been killed.\n");
763 			printw("You only have %d more chance(s).\n", --Player.p_lives);
764 			more(3);
765 			Player.p_energy = Player.p_maxenergy;
766 			return;
767 		} else if (Player.p_specialtype == SC_VALAR) {
768 			addstr("You had your chances, but Valar aren't totally\n");
769 			addstr("immortal.  You are now left to wither and die . . .\n");
770 			more(3);
771 			Player.p_brains = Player.p_level / 25.0;
772 			Player.p_energy = Player.p_maxenergy /= 5.0;
773 			Player.p_quksilver = Player.p_sword = 0.0;
774 			Player.p_specialtype = SC_COUNCIL;
775 			return;
776 		} else if (Player.p_ring.ring_inuse &&
777 			  (Player.p_ring.ring_type == R_DLREG || Player.p_ring.ring_type == R_NAZREG)) {
778 			/* good ring in use - saved from death */
779 			mvaddstr(4, 0, "Your ring saved you from death!\n");
780 			refresh();
781 			Player.p_ring.ring_type = R_NONE;
782 			Player.p_energy = Player.p_maxenergy / 12.0 + 1.0;
783 			if (Player.p_crowns > 0)
784 				--Player.p_crowns;
785 			return;
786 		} else if (Player.p_ring.ring_type == R_BAD ||
787 			   Player.p_ring.ring_type == R_SPOILED) {
788 			/* bad ring in possession; name idiot after player */
789 			mvaddstr(4, 0,
790 				 "Your ring has taken control of you and turned you into a monster!\n");
791 			fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET);
792 			fread((char *)&Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
793 			strcpy(Curmonster.m_name, Player.p_name);
794 			fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET);
795 			fwrite((char *)&Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
796 			fflush(Monstfp);
797 		}
798 	}
799 
800 	enterscore();		/* update score board */
801 
802 	/* put info in last dead file */
803 	fp = fopen(_PATH_LASTDEAD, "w");
804 	fprintf(fp, "%s (%s, run by %s, level %.0f, killed by %s)",
805 	    Player.p_name, descrtype(&Player, TRUE),
806 	    Player.p_login, Player.p_level, how);
807 	fclose(fp);
808 
809 	/* let other players know */
810 	fp = fopen(_PATH_MESS, "w");
811 	fprintf(fp, "%s was killed by %s.", Player.p_name, how);
812 	fclose(fp);
813 
814 	freerecord(&Player, Fileloc);
815 
816 	clear();
817 	move(10, 0);
818 	addstr(deathmesg[(int)ROLL(0.0, (double)sizeof(deathmesg) / sizeof(char *))]);
819 	addstr("Care to give it another try ? ");
820 	ch = getanswer("NY", FALSE);
821 
822 	if (ch == 'Y') {
823 		cleanup(FALSE);
824 		execl(_PATH_GAMEPROG, "phantasia", "-s",
825 		    (Wizard ? "-S" : NULL), NULL);
826 		exit(0);
827 		/* NOTREACHED */
828 	}
829 
830 	cleanup(TRUE);
831 	/* NOTREACHED */
832 }
833 
834 /*
835  * FUNCTION: update structure in player file
836  *
837  * ARGUMENTS:
838  *	struct player *playerp - pointer to structure to write out
839  *	long place - location in file to updata
840  *
841  * GLOBAL INPUTS: *Playersfp
842  *
843  * DESCRIPTION:
844  *	Update location in player file with given structure.
845  */
846 
847 void
848 writerecord(struct player *playerp, long place)
849 {
850 	fseek(Playersfp, place, SEEK_SET);
851 	fwrite((char *)playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
852 	fflush(Playersfp);
853 }
854 
855 /*
856  * FUNCTION: calculate level based upon experience
857  *
858  * ARGUMENTS:
859  *	double experience - experience to calculate experience level from
860  *
861  * RETURN VALUE: experience level
862  *
863  * DESCRIPTION:
864  *	Experience level is a geometric progression.  This has been finely
865  *	tuned over the years, and probably should not be changed.
866  */
867 
868 double
869 explevel(double experience)
870 {
871 	if (experience < 1.1e7)
872 		return (floor(pow((experience / 1000.0), 0.4875)));
873 	else
874 		return (floor(pow((experience / 1250.0), 0.4865)));
875 }
876 
877 /*
878  * FUNCTION: truncate trailing blanks off a string
879  *
880  * ARGUMENTS:
881  *	char *string - pointer to null terminated string
882  *
883  * DESCRIPTION:
884  *	Put nul characters in place of spaces at the end of the string.
885  */
886 
887 void
888 truncstring(char *string)
889 {
890 	size_t length;		/* length of string */
891 
892 	length = strlen(string);
893 	while (string[--length] == ' ')
894 		string[length] = '\0';
895 }
896 
897 /*
898  * FUNCTION: Alter x, y coordinates and set/check location flags
899  *
900  * ARGUMENTS:
901  *	double xnew, ynew - new x, y coordinates
902  *	int operation - operation to perform with coordinates
903  *
904  * GLOBAL INPUTS: Circle, Beyond, Player
905  *
906  * GLOBAL OUTPUTS: Marsh, Circle, Beyond, Throne, Player, Changed
907  *
908  * DESCRIPTION:
909  *	This module is called whenever the player's coordinates are altered.
910  *	If the player is beyond the point of no return, he/she is forced
911  *	to stay there.
912  */
913 
914 void
915 altercoordinates(double xnew, double ynew, int operation)
916 {
917 	switch (operation) {
918 	case A_FORCED:		/* move with no checks */
919 		break;
920 
921 	case A_NEAR:		/* pick random coordinates near */
922 		xnew = Player.p_x + ROLL(1.0, 5.0);
923 		ynew = Player.p_y - ROLL(1.0, 5.0);
924 	/* fall through for check */
925 
926 	case A_SPECIFIC:	/* just move player */
927 		if (Beyond && fabs(xnew) < D_BEYOND && fabs(ynew) < D_BEYOND) {
928 			/*
929 			 * cannot move back from point of no return
930 			 * pick the largest coordinate to remain unchanged
931 			 */
932 			if (fabs(xnew) > fabs(ynew))
933 				xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND);
934 			else
935 				ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND);
936 		}
937 		break;
938 
939 	case A_FAR:		/* pick random coordinates far */
940 		xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle);
941 		ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle);
942 		break;
943 	}
944 
945 	/* now set location flags and adjust coordinates */
946 	Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew));
947 
948 	/* set up flags based upon location */
949 	Throne = Marsh = Beyond = FALSE;
950 
951 	if (Player.p_x == 0.0 && Player.p_y == 0.0)
952 		Throne = TRUE;
953 	else if (Circle < 35 && Circle >= 20)
954 		Marsh = TRUE;
955 	else if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND)
956 		Beyond = TRUE;
957 
958 	Changed = TRUE;
959 }
960 
961 /*
962  * FUNCTION: read a player structure from file
963  *
964  * ARGUMENTS:
965  *	struct player *playerp - pointer to structure to fill
966  *	int loc - location of record to read
967  *
968  * GLOBAL INPUTS: *Playersfp
969  *
970  * DESCRIPTION:
971  *	Read structure information from player file.
972  */
973 
974 void
975 readrecord(struct player *playerp, long loc)
976 {
977 	fseek(Playersfp, loc, SEEK_SET);
978 	fread((char *)playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
979 }
980 
981 /*
982  * FUNCTION: adjust player statistics
983  *
984  * GLOBAL INPUTS: Player, *Statptr
985  *
986  * GLOBAL OUTPUTS: Circle, Player, Timeout
987  *
988  * DESCRIPTION:
989  *	Handle adjustment and maximums on various player characteristics.
990  */
991 
992 void
993 adjuststats(void)
994 {
995 	double dtemp;		/* for temporary calculations */
996 
997 	if (explevel(Player.p_experience) > Player.p_level) {
998 		/* move one or more levels */
999 		movelevel();
1000 		if (Player.p_level > 5.0)
1001 			Timeout = TRUE;
1002 	}
1003 
1004 	if (Player.p_specialtype == SC_VALAR)
1005 		/* valar */
1006 		Circle = Player.p_level / 5.0;
1007 
1008 	/* calculate effective quickness */
1009 	dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote
1010 	    - Player.p_level;
1011 	dtemp = MAX(0.0, dtemp);	/* gold slows player down */
1012 	Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp;
1013 
1014 	/* calculate effective strength */
1015 	if (Player.p_poison > 0.0) {
1016 		/* poison makes player weaker */
1017 		dtemp = 1.0 - Player.p_poison * Statptr->c_weakness / 800.0;
1018 		dtemp = MAX(0.1, dtemp);
1019 	} else
1020 		dtemp = 1.0;
1021 	Player.p_might = dtemp * Player.p_strength + Player.p_sword;
1022 
1023 	/* insure that important things are within limits */
1024 	Player.p_quksilver = MIN(99.0, Player.p_quksilver);
1025 	Player.p_mana = MIN(Player.p_mana,
1026 	    Player.p_level * Statptr->c_maxmana + 1000.0);
1027 	Player.p_brains = MIN(Player.p_brains,
1028 	    Player.p_level * Statptr->c_maxbrains + 200.0);
1029 	Player.p_charms = MIN(Player.p_charms, Player.p_level + 10.0);
1030 
1031 	/*
1032 	 * some implementations have problems with floating point compare
1033 	 * we work around it with this stuff
1034 	 */
1035 	Player.p_gold = floor(Player.p_gold) + 0.1;
1036 	Player.p_gems = floor(Player.p_gems) + 0.1;
1037 	Player.p_mana = floor(Player.p_mana) + 0.1;
1038 
1039 	if (Player.p_ring.ring_type != R_NONE) {
1040 		/* do ring things */
1041 		/* rest to max */
1042 		Player.p_energy = Player.p_maxenergy + Player.p_shield;
1043 
1044 		if (Player.p_ring.ring_duration <= 0)
1045 			/* clean up expired rings */
1046 			switch (Player.p_ring.ring_type) {
1047 			case R_BAD:	/* ring drives player crazy */
1048 				Player.p_ring.ring_type = R_SPOILED;
1049 				Player.p_ring.ring_duration = (short)ROLL(10.0, 25.0);
1050 				break;
1051 
1052 			case R_NAZREG:	/* ring disappears */
1053 				Player.p_ring.ring_type = R_NONE;
1054 				break;
1055 
1056 			case R_SPOILED:	/* ring kills player */
1057 				death("A cursed ring");
1058 				break;
1059 
1060 			case R_DLREG:	/* this ring doesn't expire */
1061 				Player.p_ring.ring_duration = 0;
1062 				break;
1063 			}
1064 	}
1065 
1066 	if (Player.p_age / N_AGE > Player.p_degenerated) {
1067 		/* age player slightly */
1068 		++Player.p_degenerated;
1069 		if (Player.p_quickness > 23.0)
1070 			Player.p_quickness *= 0.99;
1071 		Player.p_strength *= 0.97;
1072 		Player.p_brains *= 0.95;
1073 		Player.p_magiclvl *= 0.97;
1074 		Player.p_maxenergy *= 0.95;
1075 		Player.p_quksilver *= 0.95;
1076 		Player.p_sword *= 0.93;
1077 		Player.p_shield *= 0.93;
1078 	}
1079 }
1080 
1081 /*
1082  * FUNCTION: initialize a character
1083  *
1084  * ARGUMENTS:
1085  *	struct player *playerp - pointer to structure to init
1086  *
1087  * DESCRIPTION:
1088  *	Put a bunch of default values in the given structure.
1089  */
1090 
1091 void
1092 initplayer(struct player *playerp)
1093 {
1094 	playerp->p_experience =
1095 	    playerp->p_level =
1096 	    playerp->p_strength =
1097 	    playerp->p_sword =
1098 	    playerp->p_might =
1099 	    playerp->p_energy =
1100 	    playerp->p_maxenergy =
1101 	    playerp->p_shield =
1102 	    playerp->p_quickness =
1103 	    playerp->p_quksilver =
1104 	    playerp->p_speed =
1105 	    playerp->p_magiclvl =
1106 	    playerp->p_mana =
1107 	    playerp->p_brains =
1108 	    playerp->p_poison =
1109 	    playerp->p_gems =
1110 	    playerp->p_sin =
1111 	    playerp->p_1scratch =
1112 	    playerp->p_2scratch = 0.0;
1113 
1114 	playerp->p_gold = ROLL(50.0, 75.0) + 0.1;	/* give some gold */
1115 
1116 	playerp->p_x = ROLL(-125.0, 251.0);
1117 	playerp->p_y = ROLL(-125.0, 251.0);	/* give random x, y */
1118 
1119 	/* clear ring */
1120 	playerp->p_ring.ring_type = R_NONE;
1121 	playerp->p_ring.ring_duration = 0;
1122 	playerp->p_ring.ring_inuse = FALSE;
1123 
1124 	playerp->p_age = 0L;
1125 
1126 	playerp->p_degenerated = 1;	/* don't degenerate initially */
1127 
1128 	playerp->p_type = C_FIGHTER;	/* default */
1129 	playerp->p_specialtype = SC_NONE;
1130 	playerp->p_lives =
1131 	    playerp->p_crowns =
1132 	    playerp->p_charms =
1133 	    playerp->p_amulets =
1134 	    playerp->p_holywater =
1135 	    playerp->p_lastused = 0;
1136 	playerp->p_status = S_NOTUSED;
1137 	playerp->p_tampered = T_OFF;
1138 	playerp->p_istat = I_OFF;
1139 
1140 	playerp->p_palantir =
1141 	    playerp->p_blessing =
1142 	    playerp->p_virgin =
1143 	    playerp->p_blindness = FALSE;
1144 
1145 	playerp->p_name[0] =
1146 	    playerp->p_password[0] =
1147 	    playerp->p_login[0] = '\0';
1148 }
1149 
1150 /*
1151  * FUNCTION: read message from other players
1152  *
1153  * GLOBAL INPUTS: *stdscr, Databuf[], *Messagefp
1154  *
1155  * DESCRIPTION:
1156  *	If there is a message from other players, print it.
1157  */
1158 
1159 void
1160 readmessage(void)
1161 {
1162 	move(3, 0);
1163 	clrtoeol();
1164 	fseek(Messagefp, 0L, SEEK_SET);
1165 	if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL)
1166 		addstr(Databuf);
1167 }
1168 
1169 /*
1170  * FUNCTION: process environment error
1171  *
1172  * ARGUMENTS:
1173  *	char *whichfile - pointer to name of file which caused error
1174  *
1175  * GLOBAL INPUTS: errno, *stdscr, printw(), printf(), Windows
1176  *
1177  * DESCRIPTION:
1178  *	Print message about offending file, and exit.
1179  */
1180 
1181 void
1182 error(const char *whichfile)
1183 {
1184 	int (*funcp)(const char *, ...) __printflike(1, 2);
1185 
1186 	if (Windows) {
1187 		funcp = (void *)printw;
1188 		clear();
1189 	} else
1190 		funcp = printf;
1191 
1192 	(*funcp)("An unrecoverable error has occurred reading %s.  (errno = %d)\n", whichfile, errno);
1193 	(*funcp)("Please run 'setup' to determine the problem.\n");
1194 	cleanup(TRUE);
1195 	/* NOTREACHED */
1196 }
1197 
1198 /*
1199  * FUNCTION: calculate distance between two points
1200  *
1201  * ARGUMENTS:
1202  *	double x1, y1 - x, y coordinates of first point
1203  *	double x2, y2 - x, y coordinates of second point
1204  *
1205  * RETURN VALUE: distance between the two points
1206  *
1207  * DESCRIPTION:
1208  *	This function is provided because someone's hypot() library function
1209  *	fails if x1 == x2 && y1 == y2.
1210  */
1211 
1212 double
1213 distance(double x_1, double x_2, double y_1, double y_2)
1214 {
1215 	double deltax, deltay;
1216 
1217 	deltax = x_1 - x_2;
1218 	deltay = y_1 - y_2;
1219 	return (sqrt(deltax * deltax + deltay * deltay));
1220 }
1221 
1222 
1223 /*
1224  * FUNCTION: exit upon trapping an illegal signal
1225  *
1226  * ARGUMENTS:
1227  *	int whichsig - signal which occurred to cause jump to here
1228  *
1229  * GLOBAL INPUTS: *stdscr
1230  *
1231  * DESCRIPTION:
1232  *	When an illegal signal is caught, print a message, and cleanup.
1233  */
1234 
1235 void
1236 ill_sig(int whichsig)
1237 {
1238 	clear();
1239 	if (!(whichsig == SIGINT || whichsig == SIGQUIT))
1240 		printw("Error: caught signal # %d.\n", whichsig);
1241 	cleanup(TRUE);
1242 	/* NOTREACHED */
1243 }
1244 
1245 /*
1246  * FUNCTION: return a string describing the player status
1247  *
1248  * ARGUMENTS:
1249  *	struct player playerp - pointer to player structure to describe
1250  *
1251  * RETURN VALUE: string describing player's status
1252  *
1253  * DESCRIPTION:
1254  *	Return verbal description of player status.
1255  *	If player status is S_PLAYING, check for low energy and blindness.
1256  */
1257 
1258 const char *
1259 descrstatus(struct player *playerp)
1260 {
1261 	switch (playerp->p_status) {
1262 	case S_PLAYING:
1263 		if (playerp->p_energy < 0.2 * (playerp->p_maxenergy + playerp->p_shield))
1264 			return ("Low Energy");
1265 		else if (playerp->p_blindness)
1266 			return ("Blind");
1267 		else
1268 			return ("In game");
1269 
1270 	case S_CLOAKED:
1271 		return ("Cloaked");
1272 
1273 	case S_INBATTLE:
1274 		return ("In Battle");
1275 
1276 	case S_MONSTER:
1277 		return ("Encounter");
1278 
1279 	case S_TRADING:
1280 		return ("Trading");
1281 
1282 	case S_OFF:
1283 		return ("Off");
1284 
1285 	case S_HUNGUP:
1286 		return ("Hung up");
1287 
1288 	default:
1289 		return ("");
1290 	}
1291 }
1292 
1293 /*
1294  * FUNCTION: collect taxes from current player
1295  *
1296  * ARGUMENTS:
1297  *	double gold - amount of gold to tax
1298  *	double gems - amount of gems to tax
1299  *
1300  * GLOBAL INPUTS: Player
1301  *
1302  * GLOBAL OUTPUTS: Player
1303  *
1304  * DESCRIPTION:
1305  *	Pay taxes on gold and gems.  If the player does not have enough
1306  *	gold to pay taxes on the added gems, convert some gems to gold.
1307  *	Add taxes to tax data base; add remaining gold and gems to
1308  *	player's cache.
1309  */
1310 
1311 void
1312 collecttaxes(double gold, double gems)
1313 {
1314 	FILE *fp;		/* to update Goldfile */
1315 	double dtemp;		/* for temporary calculations */
1316 	double taxes;		/* tax liability */
1317 
1318 	/* add to cache */
1319 	Player.p_gold += gold;
1320 	Player.p_gems += gems;
1321 
1322 	/* calculate tax liability */
1323 	taxes = N_TAXAMOUNT / 100.0 * (N_GEMVALUE * gems + gold);
1324 
1325 	if (Player.p_gold < taxes) {
1326 		/* not enough gold to pay taxes, must convert some gems to gold */
1327 		/* number of gems to convert */
1328 		dtemp = floor(taxes / N_GEMVALUE + 1.0);
1329 
1330 		if (Player.p_gems >= dtemp) {
1331 			/* player has enough to convert */
1332 			Player.p_gems -= dtemp;
1333 			Player.p_gold += dtemp * N_GEMVALUE;
1334 		} else {
1335 			/* take everything; this should never happen */
1336 			Player.p_gold += Player.p_gems * N_GEMVALUE;
1337 			Player.p_gems = 0.0;
1338 			taxes = Player.p_gold;
1339 		}
1340 	}
1341 
1342 	Player.p_gold -= taxes;
1343 
1344 	if ((fp = fopen(_PATH_GOLD, "r+")) != NULL) {
1345 		/* update taxes */
1346 		dtemp = 0.0;
1347 		fread((char *)&dtemp, sizeof(double), 1, fp);
1348 		dtemp += floor(taxes);
1349 		fseek(fp, 0L, SEEK_SET);
1350 		fwrite((char *)&dtemp, sizeof(double), 1, fp);
1351 		fclose(fp);
1352 	}
1353 }
1354